extends Area2D

var xp_amount = 1 # Default value, should be set by the enemy that drops it

func _ready():
	add_to_group("experience_orbs")
	# Ensure the Area2D has a CollisionShape2D
	if not $CollisionShape2D:
		print("WARNING: ExperienceOrb needs a CollisionShape2D!")

# Make sure the Player's PickupArea (Area2D) has its 'monitorable' property ON,
# and this ExperienceOrb Area2D has its 'monitoring' property ON.
# Connect this Area2D's 'area_entered' signal to the Player's _on_pickup_area_area_entered function
# OR connect the Player's PickupArea 'area_entered' signal to its own handler function as shown in Player.gd.
# The Player.gd example uses the latter approach, which is often cleaner.
